Difference between revisions of "Transferable Items"

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=== Examples ===
 
=== Examples ===
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The [[Left 4 Dead series]] series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped.
  
 
== Using the pattern ==
 
== Using the pattern ==
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 +
Enemies (← links)
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Game Items
 
[[Game Items]]
 
[[Game Items]]
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[[Cooperation]]
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[[Stealing]]
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 +
[[Trading]]
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[[Secondary Interface Screens]]
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[[Game Items]]
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[[Characters]]
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[[Enforced Ownership]] may at first seem to be fully incompatible with [[Transferable Items]]. This is however not the case since the enforcement may only hinder transferral to certain other [[Characters]] - [[World of Warcraft]] for example lets "soulbound" [[Game Items]] be sold to [[Non-Player Characters]] or [[Self-Service Kiosks]]. This still makes it impossible for other players to access the [[Game Items]] since they cannot be sold, and the design solution is effectively a case of [[Game Element Removal]] to create a [[Faucet/Sink]] system.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Enforced Ownership]]
  
 
== History ==
 
== History ==

Revision as of 08:15, 10 April 2011

Game Items that can be equipped.

This pattern is a still a stub.

Examples

The Left 4 Dead series series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped.

Using the pattern

Enemies (← links) Game Items Game Items

Cooperation

Stealing

Trading

Secondary Interface Screens

Game Items

Characters

Enforced Ownership may at first seem to be fully incompatible with Transferable Items. This is however not the case since the enforcement may only hinder transferral to certain other Characters - World of Warcraft for example lets "soulbound" Game Items be sold to Non-Player Characters or Self-Service Kiosks. This still makes it impossible for other players to access the Game Items since they cannot be sold, and the design solution is effectively a case of Game Element Removal to create a Faucet/Sink system.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

-

Potentially Conflicting With

Enforced Ownership

History

New pattern created in this wiki.

References

-

Acknowledgements